Quote:
Originally Posted by KraHen
IF you happen to try Fluent NHibernate keep in mind that, as it turns out, you can`t map enums, as it will assume that they are strings. You have to tell the mapper their type (not like at any other type of data). Just a little something which caused me a headache this morning.
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That's not that big of an issue. I don't save things like that anyways. All of my fields are defined by the .NET framework, not by my project. I looked into the multiple key thing. It's a bit tricky but I can define multiple keys using fluent NHibernate. I rather keep what I have though since I don't implement all of the fields in every table (most of the time the table handles columns using the default values). Thanks for the suggestion though. I'll keep that in mind if I create another project for another game. :)
@Everyone,
Since I'm already posting, I might as well tell you what I did this morning. I got friends coded. It took a lot of time due to all of the features involved (database interactions, client repositories for friends, adding friends, removing friends, and friend information). I also programmed spouses (though support for that won't be complete until I make an NPC that will manage spouses for characters). Here's a picture of friends working:
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I programmed a hidden feature as well, but you all will have to find that when it's online. Cheers.